Perlin noise generation in Lua/Löve?

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middlerun
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Re: Perlin noise generation in Lua/Löve?

Post by middlerun » Sun Jun 26, 2011 10:11 am

Here's a thing I whipped up in the last few hours for generating terrain with 2D Perlin noise. Warning: pretty slow. Press r to regenerate terrain or p to see the unprocessed Perlin noise.

EDIT: Fixed bug.
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kikito
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Re: Perlin noise generation in Lua/Löve?

Post by kikito » Sun Jun 26, 2011 1:22 pm

I always applaud all things procedural.

<aplause>

BTW, mddlerun's demo just gives me a black screen. LÖVE 0.7.2 stable, ubuntu.
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middlerun
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Re: Perlin noise generation in Lua/Löve?

Post by middlerun » Sun Jun 26, 2011 1:32 pm

Are you running on a slow computer or anything? It can take a long time to generate the Perlin noise, about five seconds on my computer. It's probably not the most efficient code.

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Re: Perlin noise generation in Lua/Löve?

Post by slime » Sun Jun 26, 2011 1:47 pm

It works for me.

You should use the simplex noise generator that works with LuaJIT though, it's much more efficient. :P

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Re: Perlin noise generation in Lua/Löve?

Post by kikito » Sun Jun 26, 2011 3:21 pm

middlerun wrote:Are you running on a slow computer or anything? It can take a long time to generate the Perlin noise, about five seconds on my computer. It's probably not the most efficient code.
I tried a second time and it worked. Mistery.

And for the record, my computer is a beast :cool: (bought it like 2 months ago)
When I write def I mean function.

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sentry
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Re: Perlin noise generation in Lua/Löve?

Post by sentry » Sun Jun 26, 2011 6:11 pm

wow.. Running "perlin-terrain.love" with LuaJIT makes you realise how fast it is compared to regular lua.

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Re: Perlin noise generation in Lua/Löve?

Post by Elvashi » Sun Jun 26, 2011 6:30 pm

sentry wrote:wow.. Running "perlin-terrain.love" with LuaJIT makes you realise how fast it is compared to regular lua.
actually, its just that this sort of thing is pretty much the ideal case for JIT in general. Other cases are sufficiently pathological that luaJIT's response is to...not jit them :3

iow, everything has its strengths and weaknesses, this happens to be JITs strength. :3
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Re: Perlin noise generation in Lua/Löve?

Post by slime » Sun Jun 26, 2011 7:04 pm

Elvashi wrote:
sentry wrote:wow.. Running "perlin-terrain.love" with LuaJIT makes you realise how fast it is compared to regular lua.
actually, its just that this sort of thing is pretty much the ideal case for JIT in general. Other cases are sufficiently pathological that luaJIT's response is to...not jit them :3

iow, everything has its strengths and weaknesses, this happens to be JITs strength. :3
It would be much faster under LuaJIT if it used LuaJIT's FFI (like the one I linked). :P

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Re: Perlin noise generation in Lua/Löve?

Post by Taehl » Sun Jun 26, 2011 9:06 pm

Here's a very cheap-but-quick 1D implementation I just whipped up. It even lets you specify the granularity of each pass (the little tables I pass the function) (hence, each line has a different style) and whether to use linear or cosine interpolation. Hold any key except Esc to constantly churn out three 800-point lines at blazing speed.

http://dl.dropbox.com/u/3713769/web/Love/perlin.love
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Re: Perlin noise generation in Lua/Löve?

Post by tentus » Mon Jun 27, 2011 6:09 pm

You guys this is so cool. We need another procedural contest.
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